Posted: 26 October 2007 at 4:14pm | IP Logged
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This was for a different thread. Earlier I mentioned my want-to-be 3.0 rules
deck stocking..much the same except no limit per class.. no 5 cards and 8 classes. any or all combos
Deck stocking... for every 20 cards you get 1 slot.... to be used as entity or exception or prototype......
Terrain... planets and systems take damage but never die. Heavy weapons only destroy the production all of which can be rebuilt.
Movement phase. planets may freely support a 1-3 strength ship wihtout command points as long as the ship stays in orbit. But the planet must fully pay for the engagement cost. Ships around a planet can only fire at opponent fleets. Ships can move fro a planet to the fleet if command points are available. Ships in the fleet may fire at opponent bases, ships and HQ.
Crew combat- define all cards that are combat capable. Combat capable crew arent kiled by other combat crew but take damage equal to the opposing crew. certain ability cards can make crew combat capable. battle suit assault rifle etc.
Minor races... can not be stronger than the strongest race ship.
exclusive/foreign tech cards...any deck any time... oh did I mention you got to pay 1 economy per turn for foreign tech and 2 for exclusive.
Removal from the game..(multi player)yeah right... but after 25 points you are resticted to 2 card plays by any means and vendetta against anyone whoever attacked your HQ. In a Duel no brainer you lose, but in multi player you need to remember who to kill first. or not at all.
Oh yeah, Turn 1... 3 card plays to your fleet all players simultaneously. I mean who would build a sector Hq without some support and protection.
Edited by Eaglepreacher on 26 October 2007 at 5:49pm
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